Aside from artwork, I have a decently fleshed-out game concept that I would like to have developed/published. Game loop, controls, level design concepts, enemy AI, menu system, marketing, demographics, stretch goals, and all that good stuff are in my design document (which one small dev team told me was already too big...). But to really attract a proper team and backers, I absolutely want a small demo to showcase. I have zero knowledge about programming or anything more than a superficial understanding of how games are developed. Is it normal to just search the internet for a person to create AI and another person to create models and another for levels and so forth, or is there a more efficient way?
And yes, I understand making even a small demo/proof of concept will take money. I've taken that into account (pun intended. Always intend your puns, cowards.)
The help is much appreciated.
minor drama but p funny
All jokes aside, I absolutely hate the fantasy genre in all its forms: videogame, book, or movie. Yes, that includes Skyrim and Eldenring too.
My concept is a spiritual "sibling" to a classic PS1/PS2 platformer, with a great twist.
it's a PS1 era platformer
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I want to see what he gets from Fiverr devs lol
Krayon sexually assaulted his sister.
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asset swapped flappy bird
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/u/Candle-Jolly don't listen to the naysayers. You can do this for much less than 10k! AI is now at the level of top 5 percent programmer and top 0.1% artist! Simply subscribe to chatgpt pro and make your dream a reality!
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this but unironically
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TBH a 20 page game design document is a great start.
I have a friend who's "dream" is a game dev studio who hasn't even made a doc yet but is currently renting office space (??)
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Virgin game design documentation vs chad make a hot furry protag and tweak the platforming until its fun !furries
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vs "pants are a feature "
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Not a platformer but I unironicly want to make a furry visual novel at some point lol
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I also knew an indie team that wound up leasing an office for two years before closing down and releasing practically nothing in that time.
It was a team of 2.5 and they moved from their kitchen table to the office to do this.
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It's mind boggling to me because I feel like game dev is like the most perfect remote work job you could think of.
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idea guy
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The most important part of any business
The important thing is having a guy creating hundreds of google docs to guide the dev team
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It's also very important that they message everyone on the team a few times a day "just to touch base and see how things are going."
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I've got a pitch for a spiritual successor game too.
Pitch:
Dong is the simplest and most addictive two-player game that combines fast-paced action with strategic gameplay. Players control paddles on either side of the screen and try to bounce a ball past their opponent's paddle, scoring points in the process. With minimalistic graphics, intuitive controls, and endless replayability, Dong offers immediate accessibility for players of all ages. Its competitive nature is perfect for both casual play and skill development, making it ideal for arcade cabinets, home consoles, or even mobile devices.
At its core, Dong is the perfect blend of simplicity and challenge, allowing us to tap into both nostalgic gaming experiences and a wide, untapped market. Its concept is easy to grasp but tough to master, making it a game that will keep players coming back for more, whether they're playing solo or with friends.
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Action platformer where you get fricked and impregnated by enemies and you pop out a baby with the powers of said enemy, a la kirby but with guns and rockets n shit. Controls are tight af.
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Snapshots:
https://old.reddit.com/r/gamedev/comments/1hmqgmq/i_have_a_wonderful_game_concept_a_20page_gdd_but/:
undelete.pullpush.io
ghostarchive.org
archive.org
archive.ph (click to archive)
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